﻿using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using Lidgren.Network;
using Microsoft.Xna.Framework;

namespace uam_fps_game.Network.MessageTypes
{
    class PlayerInput : MessagePrototype
    {
        public float DeltaTime;
        public bool MovingForward;
        public bool MovingBackward;
        public bool MovingRight;
        public bool MovingLeft;

        /// This value is not sent over the network. It only indicated whether an object contains any meaning information.
        /// (if user didn't make any action while this object was being created, it probably doesn't contain meaning information)
        public bool AnyInput;

        public PlayerInput()
        {
            DeltaTime = 0.0f;
            MovingForward = MovingBackward = MovingRight = MovingLeft = false;
            AnyInput = false;
        }

        public static PlayerInput ParseMessage(NetIncomingMessage im)
        {
            //im.ReadBoolean();
            return new PlayerInput();
        }

        public override void CreateMessage(ref NetOutgoingMessage om)
        {
          
        }
    }
}
